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If you the whole planet to become medieval, you can remove the Outlanders faction in the nworld generation menu
I have 2k hours in the game ^^ so i am looking to a mod with only medieval weapon and the whole planet in medieval mod, so i mean a standard start with tribal for sure but stuck at medieval research.
You are really going to have to look for multiple mods for that. There are a couple collections for it.
Have fun :)
Start scenario with Maynard as storyteller.
👉 Limits player & ai factions to medieval & neolithic technology.
👉 Removes all higher tech items, factions & everything.
Full medieval experience.
I play with medieval overhaul and i have royalty dlc (and ideologie too but i dont play it on medieval).
Thx for help :)
I play a game that isn't tech-locked, but I always play with a permanent solar flare so that there is no electricity, and I prefer bows over firearms, and I also like fantasy elements, so I like the psychic powers. So, it's different than what you want, but the goal is kind of the same.
I have a number of mods that expand the selection of weapons for the neolithic and medieval tiers, and I use the Vanilla Factions Expanded Medieval mod for its factions, but I don't use its included storyteller. The storyteller is what limits the tech. I tried that storyteller, but it was too Cassandra-ish for my tastes. I used to prefer Randy and now prefer the storyteller that came with the VE Psycasts mod, which is basically Randy that bestows random psychic powers to npc pawns. But, neither Randy nor Psychic Randy limit tech so, eventually, I ended up with raiders and other factions with higher tech than I wanted.
What I ended up doing is using this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2050901468&searchtext=tribal+raiders
That gives you a tribal raider faction that is tech-limited and meant to replace the "pirate gangs" for more primitive games. Then, when generating the world, I disable the standard "pirate gangs" and only enable the "kingdom" factions that came with the Vanilla Expanded Medieval mod (when I want them; often I just want tribes) and the vanilla tribal factions. I disable mechanoids, of course, since they don't "fit," and I also disable the insects, just because I'm not a fan. I also disable the "Shattered Empire" faction because I'm just not interested in the associated quests and titles such, but I imagine you'll want to keep that. If so, there is a mod that makes the Shattered Empire medieval. It goes along with the Medieval Overhaul that you're using, so maybe you already have it, but just in case you don't, here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=2646321064&searchtext=medieval+empir
The end result, for me, has been that no one -- raiders, pawns in caravans, etc. -- has had any weapons that don't fit my vibe. At least, not yet, and I've played some fairly large/rich colonies with this sort of set-up in play. The best anyone's shown up with that I can recall is crossbows when it comes to ranged weapons, and they show up with all sorts of melee weapons, up to and including swords and maces and medieval-style spears and such.
All that said, it's still possible for some non-medieval things to slip through even when you tech-lock the game. I can only guess that some weapons (especially mod-added ones) might not be "tagged" properly or whatever the mechanic is that the game uses to know what tech level a given weapon is. So, I don't think that any setup is guaranteed to be perfect.
Quote from the mod page:
"With Maynard, no outlander or pirate factions will be generated upon world creation, allowing you to immerse yourself in a true medieval experience."
Side note:
It's working for me fine. No guns, no ultratech.
Don't know why your game keeps spawning mid-high tech things.